#version 450 compatibility







layout(std140, binding = 0) uniform u_TessLevelControl {
    vec4 m_TessLevel; 
};




layout(vertices = 12) out;

in vec4 Normal[];
in vec2 TCoord[];
//in vec4 vsPosition[];

out vec4 Normal_ps[];
out vec2 TCoord_ps[];
//out vec4 Position_ps[];


void main(){
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    
    if(gl_InvocationID == 0){
        gl_TessLevelOuter[0] = m_TessLevel.x;
        gl_TessLevelOuter[1] = m_TessLevel.y;
        gl_TessLevelOuter[2] = m_TessLevel.z;

        gl_TessLevelInner[0] = m_TessLevel.w;
    }
    
    Normal_ps[gl_InvocationID] = Normal[gl_InvocationID];
    TCoord_ps[gl_InvocationID] = TCoord[gl_InvocationID];
   

}


